Santa's Village
This city is email-verified
Year Day Season Citizens Logs
gnawg 9781 17 winter 65492
total area
Pollution
total area
Housing
total workers
Jobs
food capacity
Food capacity
minus consumed food
Daily Food Consumption
total area
Money
plus total area
Daily Tax Income
minus daily cost
Daily Cost
total energy
Energy
total area
Area
total sprawl
Sprawl
total crime
Crime
total fun
Fun
total culture
Culture
total health
Health
-3.606k/day 0/65.492k 0/63221 2311520 65500 $786G $566.398k $538.61k 110.046k/1.621M 3.487k/150.51k 1.744k 1 13.873k 1.611k 7.588k

Job/tax levels

Level 0 0.44
41 citizens
31298 total jobs
0 available jobs
Level 1 0.24
63 citizens
8022 total jobs
0 available jobs
Level 2 0.17
124 citizens
7116 total jobs
0 available jobs
Level 3 0.16
1742 citizens
7211 total jobs
0 available jobs
Level 4 0.18
18857 citizens
7524 total jobs
0 available jobs
Level 5 0.05
44665 citizens
2050 total jobs
0 available jobs

Sanctions

Combat

transit

Build transit to add area to your city. Area is required to build most other buildings.

roads

size

1
Produces:
area

25
health

-1
pollution per pop

0.01
sprawl

10
0

highways

size

2
Produces:
area

50
health

-4 (+1)
pollution per pop

0.02
sprawl

20
0

airports

size

3
Requires:
energy

150
lvl 0 workers

10
Produces:
area

100
health

-2
pollution per pop

0.03
0

bus_lines

size

1
Requires:
money

30
lvl 0 workers

10
Produces:
area

50
health

-2
sprawl

3

459

has enough workers to operate has enough money to operate
operational
total health -918
-918 health generated
total area 22.95k
22.95k area generated
total sprawl 1,377
1,377 sprawl generated
total profit 6.43k
6,426 profit
total workers 4590/0
4590 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

126

has enough workers to operate has enough money to operate
operational
total area 126k
126k area generated
total sprawl 126
126 sprawl generated
total profit 504
504 profit
total workers 1260/0
1260 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

86

operational
total health 172
172 health generated
total area 860
860 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

70

operational
total health 70
70 health generated
total area 700
700 area generated

gas_stations

size

1
Requires:
area

2
energy

10
money

10
oil

1
lvl 0 workers

5
Produces:
gas

10
pollution

1
Stores:
gas

100

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough oil to operate
operational

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate requires oil to operate
needs oil to operate
total area -2
2 consumed
total energy -10
10 consumed
total oil -1
1 consumed
total gas 10
10 gas generated
total pollution 1
1 pollution generated
total profit 12
12 profit
total workers 5/0
5 workers employed at level 0

housing

Housing is required to retain citizens — otherwise, they'll die. Housing requires energy and area; if you run out of energy, you might run out of housing rather quickly!

huts

size

1
Requires:
area

1
Produces:
housing

1
sprawl

1

78

has enough area to operate
operational
total area -78
78 consumed
total housing 78
78 housing generated
total sprawl 78
78 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

12

has enough energy to operate has enough area to operate
operational
total area -12
12 consumed
total housing 24
24 housing generated
total energy -144
144 consumed
total sprawl 60
60 sprawl generated
total pollution 24
24 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

15

has enough energy to operate has enough area to operate
operational
total area -15
15 consumed
total housing 90
90 housing generated
total energy -270
270 consumed
total sprawl 45
45 sprawl generated
total pollution 75
75 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

58

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -290
290 consumed
total housing 1,160
1,160 housing generated
total energy -4,060
4,060 consumed
total sprawl 58
58 sprawl generated
total expenses -5.8k
5,800 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

138

has enough energy to operate has enough area to operate
operational
total area -1,380
1,380 consumed
total housing 2,760
2,760 housing generated
total energy -12.42k
12.42k consumed consumed
total pollution 2.07k
2,070 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

109

has enough energy to operate has enough area to operate
operational
total area -545
545 consumed
total housing 2,180
2,180 housing generated
total energy -5,450
5,450 consumed
total pollution 1.308k
1,308 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

117

has enough energy to operate has enough area to operate
operational
total area -2,340
2,340 consumed
total housing 11.7k
11.7k housing generated
total energy -17.55k
17.55k consumed consumed
total pollution 5.85k
5,850 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

95

has enough energy to operate has enough area to operate
operational
total area -9,500
9,500 consumed
total housing 47.5k
47.5k housing generated
total energy -47.5k
47.5k consumed consumed
total pollution 9.5k
9,500 pollution generated

energy

Energy buildings produce energy when they're operational. Energy is required to operate most other buildings. You need citizens to operate most of the energy buildings.

coal_plants

size

5
Requires:
area

5
money

10
lvl 0 workers

5
Produces:
energy

2000
health

-10
pollution

30

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -30
-30 health generated
total area -15
15 consumed
total energy 6,000
6,000 energy generated
total pollution 90
90 pollution generated
total profit 36
36 profit
total workers 15/0
15 workers employed at level 0

natural_gas_plants

size

1
Requires:
area

15
money

20
lvl 1 workers

5
Produces:
energy

2000
health

-5
pollution

15

18

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -90
-90 health generated
total area -270
270 consumed
total energy 36k
36k energy generated
total pollution 270
270 pollution generated
total profit 72
72 profit
total workers 90/1
90 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

292

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,460
1,460 consumed
total energy 175.2k
175.2k energy generated
total profit 5.26k
5,256 profit
total workers 2920/1
2920 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-150)

320

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,600
1,600 consumed
total energy 112k
112k energy generated
total profit 18.56k
18,560 profit
total workers 3200/2
3200 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

207

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,070
2,070 consumed
total energy 1.035M
1.035M energy generated
total expenses -77k
-77,004 running expenses
total workers 2070/3
2070 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

134

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,340
1,340 consumed
total energy 107.2k
107.2k energy generated
total water 1,340
1,340 water generated
total profit 536
536 profit
total workers 670/2
670 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

1

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -10
10 consumed
total energy 150k
150k energy generated
total uranium -1
1 consumed
total expenses -9.71k
-9,712 running expenses
total workers 10/4
10 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

195

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,950
1,950 consumed
total pollution -19.5k
-19,500 pollution generated
total profit 21.45k
21,450 profit
total workers 1950/5
1950 workers employed at level 5

education

Education buildings will, once a year, move citizens up an education level. This allows them to work at buildings with higher job levels, and make more money (and you, too, through taxes!

schools

size

2
Requires:
area

5
energy

600
money

10
lvl 0 workers

10
Produces:
education lvl 1

50

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy -60k
60k consumed consumed
total profit 3.4k
3,400 profit
total workers 1000/0
1000 workers employed at level 0

middle_schools

size

3
Requires:
area

8
energy

800
money

40
lvl 1 workers

10
Produces:
education lvl 2

30

101

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -808
808 consumed
total energy -80.8k
80.8k consumed consumed
total profit 808
808 profit
total workers 1010/1
1010 workers employed at level 1

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

138

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,380
1,380 consumed
total energy -110.4k
110.4k consumed consumed
total expenses -276
-276 running expenses
total workers 1380/2
1380 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

153

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,060
3,060 consumed
total energy -183.6k
183.6k consumed consumed
total expenses -3.37k
-3,366 running expenses
total workers 1530/3
1530 workers employed at level 3

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

190

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5,700
5,700 consumed
total energy -152k
152k consumed consumed
total profit 16.72k
16,720 profit
total workers 1900/4
1900 workers employed at level 4

resources

Resource buildings are ways to generate in-game resources. Some regions have unique resource buildings.

mines

size

5
Requires:
area

25
energy

1900
money

250
lvl 0 workers

30
Produces:
coal

1
gold

random drop
health

-5
pollution

10
sulfur

1
uranium

random drop
Stores:
coal

100
gold

100
sulfur

1000
uranium

100

73

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -365
-365 health generated
total area -1,825
1,825 consumed
total energy -138.7k
138.7k consumed consumed
total sulfur 73
73 sulfur generated
total uranium
total gold
total coal 73
73 coal generated
total pollution 730
730 pollution generated
total expenses -8.61k
-8,614 running expenses
total workers 2190/0
2190 workers employed at level 0

uranium_mines

size

3
Requires:
area

50
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
pollution

50
uranium

1
Stores:
uranium

1000

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -100
-100 health generated
total area -100
100 consumed
total energy -10k
10k consumed consumed
total uranium 2
2 uranium generated
total pollution 100
100 pollution generated
total expenses -848
-848 running expenses
total workers 40/4
40 workers employed at level 4

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -35
35 consumed
total energy -70
70 consumed
total fish 35
35 fish generated
total expenses -1.27k
-1,274 running expenses
total workers 70/2
70 workers employed at level 2

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5,000
5,000 consumed
total energy -1,000
1,000 consumed
total water 1,000
1,000 water generated
total expenses -760
-760 running expenses
total workers 50/1
50 workers employed at level 1

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

88

has enough workers to operate has enough area to operate
operational
total area -88
88 consumed
total produce 88
88 produce generated
total workers
387
$387 tax income
total workers 88/0
88 workers employed at level 0

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50

124

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
operational
total area -12.4k
12.4k consumed consumed
total energy -1,240
1,240 consumed
total wheat 124
124 wheat generated
total water -620
620 consumed
total profit 1.49k
1,488 profit
total workers 620/0
620 workers employed at level 0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

32

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
operational
total area -3,200
3,200 consumed
total energy -320
320 consumed
total produce 160
160 produce generated
total water -160
160 consumed
total profit 384
384 profit
total workers 160/0
160 workers employed at level 0

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50

14

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
operational
total area -1,400
1,400 consumed
total energy -140
140 consumed
total cows 14
14 cows generated
total water -140
140 consumed
total profit 168
168 profit
total workers 70/0
70 workers employed at level 0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough rice to operate has enough water to operate
operational
total area -2
2 consumed
total energy -50
50 consumed
total culture 1
1 culture generated
total fish -1
1 consumed
total food 10
10 food generated
total rice -1
1 consumed
total water -1
1 consumed
total profit 54
54 profit
total workers 5/3
5 workers employed at level 3

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough meat to operate has enough bread to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total bread -1
1 consumed
total food 25
25 food generated
total meat -1
1 consumed
total profit 14
14 profit
total workers 5/1
5 workers employed at level 1

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate requires rice to operate has enough meat to operate has enough water to operate has enough bread to operate has enough produce to operate
needs rice to operate

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

1

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 5
5 health generated
total area -5
5 consumed
total food 50
50 food generated
total produce -5
5 consumed
total workers
34
$34 tax income
total workers 5/2
5 workers employed at level 2

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -2
2 consumed
total energy -5
5 consumed
total meat 10
10 meat generated
total cows -1
1 consumed
total workers
14
$14 tax income
total workers 2/2
2 workers employed at level 2

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate has enough wheat to operate has enough salt to operate
operational
total area -5
5 consumed
total energy -10
10 consumed
total bread 1
1 bread generated
total wheat -5
5 consumed
total water -5
5 consumed
total salt -1
1 consumed
total profit 14
14 profit
total workers 5/1
5 workers employed at level 1

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough grapes to operate
operational

2

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate requires grapes to operate
needs grapes to operate
total area -2
2 consumed
total energy -10
10 consumed
total grapes -1
1 consumed
total wine 1
1 wine generated
total water -1
1 consumed
total workers
34
$34 tax income
total workers 5/2
5 workers employed at level 2

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50

2

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough wheat to operate
operational
total area -4
4 consumed
total energy -20
20 consumed
total wheat -2
2 consumed
total beer 2
2 beer generated
total water -2
2 consumed
total workers
68
$68 tax income
total workers 10/2
10 workers employed at level 2

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10

1

has enough workers to operate has enough energy to operate has enough area to operate has enough beer to operate has enough wine to operate
operational
total area -2
2 consumed
total energy -5
5 consumed
total fun 10
10 fun generated
total beer -1
1 consumed
total wine -1
1 consumed
total workers
10
$10 tax income
total workers 2/1
2 workers employed at level 1

civic

Civic buildings add other benefits citizens like — jobs, fun, etc.

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (+1)
health

5 (+1)
pollution

-1

171

has enough area to operate has enough money to operate
operational
total health 1,026
1,026 health generated
total area -1,710
1,710 consumed
total fun 684
684 fun generated
total pollution -171
-171 pollution generated
total expenses -855
855 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+3)
health

6 (+1)
pollution

-3

290

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 2,030
2,030 health generated
total area -14.5k
14.5k consumed consumed
total fun 3,190
3,190 fun generated
total pollution -870
-870 pollution generated
total expenses -348
-348 running expenses
total workers 1740/1
1740 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+3)
health

5 (+1)
pollution

-12

231

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 1,386
1,386 health generated
total area -23.1k
23.1k consumed consumed
total fun 3,003
3,003 fun generated
total pollution -2.772k
-2,772 pollution generated
total expenses -5.36k
-5,359 running expenses
total workers 1386/3
1386 workers employed at level 3

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

186

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -372
372 consumed
total energy -37.2k
37.2k consumed consumed
total culture 186
186 culture generated
total profit 3.2k
3,199 profit
total workers 744/2
744 workers employed at level 2

commerce

Commerce buildings have lots of jobs to attract citizens to your city

retail_shops

size

1
Requires:
area

2
energy

100
money

2
lvl 0 workers

3

90

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -180
180 consumed
total energy -9,000
9,000 consumed
total profit 1.01k
1,008 profit
total workers 270/0
270 workers employed at level 0

factories

size

7
Requires:
area

15
energy

1900
money

50
lvl 0 workers

20
Produces:
health

-3
pollution

1
steel

10
Stores:
steel

1000

60

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -180
-180 health generated
total area -900
900 consumed
total energy -114k
114k consumed consumed
total steel 600
600 steel generated
total pollution 60
60 pollution generated
total profit 2.28k
2,280 profit
total workers 1200/0
1200 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

110

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -220
220 consumed
total energy -88k
88k consumed consumed
total profit 10.01k
10,010 profit
total workers 2200/1
2200 workers employed at level 1

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

71

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -213
-213 health generated
total area -7,100
7,100 consumed
total energy -106.5k
106.5k consumed consumed
total fun -710
-710 fun generated
total pollution 71
71 pollution generated
total profit 76.33k
76,325 profit
total workers 17750/0
17750 workers employed at level 0

entertainment

Entertainment buildings have jobs, and add other intangibles to your city.

theatres

size

2
Requires:
area

5
energy

300
money

10
lvl 0 workers

10
Produces:
culture

1
fun

5

84

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -420
420 consumed
total energy -25.2k
25.2k consumed consumed
total culture 84
84 culture generated
total fun 420
420 fun generated
total profit 2.86k
2,856 profit
total workers 840/0
840 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

61

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,440
2,440 consumed
total energy -30.5k
30.5k consumed consumed
total fun 610
610 fun generated
total expenses -732
-732 running expenses
total workers 1220/0
1220 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

268

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -536
536 consumed
total energy -2,680
2,680 consumed
total culture 1,340
1,340 culture generated
total fun 268
268 fun generated
total profit 20.48k
20,475 profit
total workers 804/4
804 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

222

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15.54k
15.54k consumed consumed
total energy -55.5k
55.5k consumed consumed
total fun 1,998
1,998 fun generated
total pollution -222
-222 pollution generated
total expenses -27.08k
-27,084 running expenses
total workers 2220/3
2220 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

220

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -13.2k
13.2k consumed consumed
total energy -99k
99k consumed consumed
total fun 4,400
4,400 fun generated
total pollution -220
-220 pollution generated
total expenses -20.24k
-20,240 running expenses
total workers 2200/4
2200 workers employed at level 4

travel

Travel buildings increase your city's desirability.

health

Health buildings increase the health of your citizens, and make them less likely to die

hospitals

size

6
Requires:
area

20
energy

400
money

100
lvl 2 workers

10
Produces:
health

10

94

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 940
940 health generated
total area -1,880
1,880 consumed
total energy -37.6k
37.6k consumed consumed
total expenses -3.01k
-3,008 running expenses
total workers 940/2
940 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

257

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 3,855
3,855 health generated
total area -1,028
1,028 consumed
total energy -12.85k
12.85k consumed consumed
total profit 61.17k
61,166 profit
total workers 2570/4
2570 workers employed at level 4

combat

Combat buildings let you attack other cities, or defend your city from attack.

air_bases

size

2
Requires:
area

500
energy

5000
money

5000
steel

50
sulfur

5
lvl 5 workers

10
Produces:
daily strikes

1
missiles

1
Stores:
missiles

100

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough steel to operate has enough sulfur to operate
operational
total area -4,000
4,000 consumed
total energy -40k
40k consumed consumed
total sulfur -40
40 consumed
total steel -400
400 consumed
total missiles 8
8 missiles generated
total expenses -38.72k
-38,720 running expenses
total workers 80/5
80 workers employed at level 5

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -900
900 consumed
total energy -22.5k
22.5k consumed consumed
total shields 9
9 shields generated
total expenses -17.39k
-17,388 running expenses
total workers 90/2
90 workers employed at level 2

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough steel to operate has enough sulfur to operate
operational
total area -200
200 consumed
total energy -5,000
5,000 consumed
total sulfur -20
20 consumed
total steel -100
100 consumed
total expenses -4.68k
-4,680 running expenses
total workers 20/5
20 workers employed at level 5

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100

17

has enough area to operate
operational
total area -170
170 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

2

has enough area to operate
operational
total area -10
10 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

2

has enough area to operate
operational
total area -10
10 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

4

has enough area to operate
operational
total area -40
40 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

2

has enough area to operate
operational
total area -40
40 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

2

has enough area to operate
operational
total area -20
20 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

3

has enough area to operate
operational
total area -30
30 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

4

has enough area to operate
operational
total area -40
40 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

4

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -40
40 consumed
total energy -40
40 consumed
total workers
88
$88 tax income
total workers 20/0
20 workers employed at level 0

Resources

total sulfur sulfur 72.99k/73.05k
total uranium uranium 9.35k/9.35k
total steel steel 59.55k/60.05k
total fish fish 2.73k/2.75k
total oil oil 1/50
total gas gas 150/150
total gold gold 7.35k/7.35k
total coal coal 7.35k/7.35k
total stone stone 50/250
total bread bread 2.1k/2.1k
total wheat wheat 6.64k/6.65k
total grapes grapes 1/2.05k
total wood wood 50/1.75k
total beer beer 149/150
total wine wine 99/100
total food food 54/175
total produce produce 4.53k/4.53k
total meat meat 2.1k/2.1k
total rice rice 1/450
total cows cows 0/1.05k
total lithium lithium 1/2.05k
total sand sand 1/50
total glass glass 1/50
total water water 9.06k/10.25k
total salt salt 1/450
total missiles missiles 850/850
total shields shields 3.3k/3.3k